monkeydisko's Recent Forum Activity

  • I tried to change the url location to url('./paper_background.png'), but still the same effect.

    However, if I completely delete the image file, the background gets plain white.

    This confirms my original assumption that the background image is indeed displayed, but iOS puts a slightly transparent white background over it for some reason.

    I guess it's just something I could fix in Xcode, but I don't know where ...

  • Thanks for the reply! I did not use the anchor behavior yet. This also works for "letterbox scale" mode? Beacuse this is why I went the CSS route to avoid the black bars.

    Overall it still seems easier to just insert these few lines of CSS code instead of repositioning all of my game objects ... if only it would work for iOS.

  • Hey everyone,

    I have created a game in "letterbox scale" fullscreen format.

    As I wanted to make better use of the unused areas, I inserted a responsive background image using CSS.

    default.css:

    body{
     background: url('paper_background.png') no-repeat center center fixed; 
     	-webkit-background-size: cover;
     	-moz-background-size: cover;
     	-o-background-size: cover;
     	background-size: cover;
    	height: 100% ;
    }

    When exporting for Android, the paper background looks as expected.

    When exporting for iOS (XCode), you can see the background shining through, but it is apparently covered by a white background.

    Does anyone have any idea how I can get this to work for iOS?

    Thank you very much!

    Sascha

  • Has anyone released a game with controller support on Steam and could share their settings: "Steam Input Default Configuration" and "Opt Controllers into Steam Input" (see screenshot above) ?

    I'm pretty sure the Steam API is somehow "wrapping/manipulating" the default Construct 3 controller inputs and this seems to be the only Steamworks place, where I can setup things like that.

    Fact is: if I set the "Steam Input Default Configuration" to "none", then Steam does not recognize any controller input from my game (when launched via steam). And that is what the Steam testers complain about. :-(

    If I launch my game outside of Steam, then everything is normal.

  • Heyho!

    This is the full comment:

    "Failure:

    Your build has failed our review because the "Partial Controller Support" category appears on the store page, but the game does not appear to support the Xbox One controller in gameplay. The user is not able to access some of the gameplay functions using the controller.

    - The user is unable to navigate the in-game Pause Menu using the controller.

    - The user will have difficulty to control the shot direction using the controller."

    When I launch the game via steam, I am totally able to navigate the pause menu by controller. Also I have no problems using the left stick or Dpad of an Xbox Controller to control the shot direction.

    I have set the controller configuration in steamworks to "Keyboard (WASD) and mouse", because they told me so for a former build:

    "- The "Partial Controller Support" category appears on the store page but there currently isn't a Developer's Recommended Configuration. For more information on how to create and publish a controller configuration.

    During our review, we found that the Keyboard (WASD) and Mouse template worked best."

    Could that be the problem?

    As I said, I cannot reproduce the failures on my side, because I can control everything by controller.

    Thank you for your help!

  • Hello everyone!

    My game 'Wild West Gringos' is to be released on Steam.

    Unfortunately, my builds keep getting rejected because there is supposedly no controller support.

    Failure:

    Your build has failed our review because the "Partial Controller Support" category appears on the store page, but the game does not appear to support the Xbox One controller in gameplay ...

    I don't know what is set differently for Steam testers than for me, but in fact I can control the game (in Steam) quite normally via controller.

    This is my first Steam release, so I'm still figuring out all the settings on Steamworks.

    Is there anything else I might need to set via Steamworks to make it work for the steam testers?

    I use the Greenworks plugin 0.60 with the corresponding files from the Steamworks SDK 150 for Linux64 and Win64. I have also set all Chrome flags. Steam API also works (overlay, achievements).

    I have now temporarily removed "partly controller support" from the store description until I found a solution.

    Maybe someone has experienced something similar and can give me a tip?

    Thank you!

    Sascha

  • Yes, I can confirm, that this popup shows up (the German/English mixture is really ugly by the way).

  • Thanks for the detailed description! So I hope my update is accepted now that I integrated the "Request IDFA"-line of code.

    I totally agree with you. It's really annoying for the users to have to read and decide about two consent messages (may even be in different languages!) before they can start playing. :-(

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  • I'll give it another try with "Request IDFA" and user consent dialog set to "EU and Unknown".

    The more I read about this AppTransparency modal alert, the more I think, that this could be mandatory for iOS apps using adverts from now on.

    By the way. Is there anything I have to do with the IDFA decision of the user ("On IDFA request complete")?

    I'll post the result of the review as soon as I hear from apple.

  • Same problem here. My app update has been rejected two times this week.

    I use the mobile advert plugin to serve admob ads. I tried with and without showing the user consent dialog (set "Locations to show user consent dialog" to "Nowhere/Everywhere"), but still my xcode builds are rejected with: "Please provide all the necessary steps to locate the AppTracking Transparency modal alert."

    I think, this consent dialog is not what they mean. What else ca I do?

    Any help is welcome!

    Thanks!

  • After some more searching for that "libGLESv2_adreno.so" error, I found this bug report from last octobre: github.com/Scirra/Construct-3-bugs/issues/3377

    Seems that it has nothing to do with the adverts, but with the display properties of the project.

    Solution: Since setting "Sampling" in the project properties to "Nearest" (instead of "Trilinear" before), it seems that the game no longer causes any crashes. :-)

  • Unfortunately I can't, because everything works fine on my phone.

    But I see the crashes in the Google console and users are telling me so.

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monkeydisko

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